Author

Bibtex

@article{cba76ff0e29711ddb5fc000ea68e967b,

title = "Professor Nukem: Communicating Research in the Age of the Experience Economy",

abstract = "The experience economy, that is, the creative and communicative turn in today's social,cultural and economic structures, implies, as explained by Pine and Gilmore (1999), thatconsumption is embedded in a communicative format that conveys some kind of experienceto the consumer. The consumer in turn becomes more than just a passive user - heor she becomes an active participant in the experiential/communicative design. As such,the mode of consumption in the experience economy is an interactive and play-centric one.And the computer game embodies the very core logic of this experience economy. In theexperience economy, the focus is not on consumption of commodities and services, but onthe consumer's engagement in an experience that uses products, services and informationas props and creative tools. Taking the user-centred mode of consumption as our point ofdeparture, the present paper examines how the computer game format may be used as anew tool for communicating academic research to a broader audience. By applying somefindings from a recent project, we will focus on the ways in which academic research canbe communicated in a format that causes the recipient to take part in the process of communicationand acquiring knowledge. This opens up new opportunities as well as challenges.On the one hand, communication of academic research is provided with new types ofinvolvement, as the focus is not only on knowledge as content, but also on knowledge asactivity. On the other hand, questions are raised here concerning what kind of knowledgeis actually communicated/created in the process of active participation.",

RIS

TY - JOUR

T1 - Professor Nukem

T2 - Communicating Research in the Age of the Experience Economy

AU - Sandvik, Kjetil

AU - Thorhauge, Anne Mette

PY - 2008

Y1 - 2008

N2 - The experience economy, that is, the creative and communicative turn in today's social,cultural and economic structures, implies, as explained by Pine and Gilmore (1999), thatconsumption is embedded in a communicative format that conveys some kind of experienceto the consumer. The consumer in turn becomes more than just a passive user - heor she becomes an active participant in the experiential/communicative design. As such,the mode of consumption in the experience economy is an interactive and play-centric one.And the computer game embodies the very core logic of this experience economy. In theexperience economy, the focus is not on consumption of commodities and services, but onthe consumer's engagement in an experience that uses products, services and informationas props and creative tools. Taking the user-centred mode of consumption as our point ofdeparture, the present paper examines how the computer game format may be used as anew tool for communicating academic research to a broader audience. By applying somefindings from a recent project, we will focus on the ways in which academic research canbe communicated in a format that causes the recipient to take part in the process of communicationand acquiring knowledge. This opens up new opportunities as well as challenges.On the one hand, communication of academic research is provided with new types ofinvolvement, as the focus is not only on knowledge as content, but also on knowledge asactivity. On the other hand, questions are raised here concerning what kind of knowledgeis actually communicated/created in the process of active participation.

AB - The experience economy, that is, the creative and communicative turn in today's social,cultural and economic structures, implies, as explained by Pine and Gilmore (1999), thatconsumption is embedded in a communicative format that conveys some kind of experienceto the consumer. The consumer in turn becomes more than just a passive user - heor she becomes an active participant in the experiential/communicative design. As such,the mode of consumption in the experience economy is an interactive and play-centric one.And the computer game embodies the very core logic of this experience economy. In theexperience economy, the focus is not on consumption of commodities and services, but onthe consumer's engagement in an experience that uses products, services and informationas props and creative tools. Taking the user-centred mode of consumption as our point ofdeparture, the present paper examines how the computer game format may be used as anew tool for communicating academic research to a broader audience. By applying somefindings from a recent project, we will focus on the ways in which academic research canbe communicated in a format that causes the recipient to take part in the process of communicationand acquiring knowledge. This opens up new opportunities as well as challenges.On the one hand, communication of academic research is provided with new types ofinvolvement, as the focus is not only on knowledge as content, but also on knowledge asactivity. On the other hand, questions are raised here concerning what kind of knowledgeis actually communicated/created in the process of active participation.